#version 430

layout (location=0) in vec3 pos;

uniform mat4 perspective;
uniform mat4 modelView;
out vec4 varyingColor;
void main() {
    gl_Position = perspective * modelView * vec4(pos, 1.0);
    varyingColor = vec4(pos, 1) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
}